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Posted

So, I've been leveling an Inv/SS Tanker on the side.  She just got to 25 this morning, and having acquired Rage at 24, she is suddenly a monster, and I am thinking I am going to be playing her more going forward than I have been, because she's very quickly become much more fun to play.

 

Concept is she's something of a "mad engineer" who built her own powersuit.  Kind of aimed for a classic Bubblegum Crisis sort of look with her.

 

Now, I solo a large majority of the time, but I want to be able to tank for teams as well, so my build needs to accommodate both styles of play.

 

My problem is... I'm used to building Scrappers.  I've never had a high-level Tanker before.  I'm aware of some of the fundamental differences (higher resist caps and higher HP, for example), but I'm sure there are ramifications of the differences between AT's on how you build them that I'm not all that familiar with.  So... I've put together a build that looks like it ought to be plenty survivable,, but I expect that I have probably failed to account for some things that I should be considering.

 

I built more for Resistance than for Defense, though there is still quite a bit of Defense in the build (not soft-capped, though S/L defense is soft-capped with 4 targets in Invincibility range).  Energy/Negative seems to be my primary weakness with only 52.5% resist and 36.4% defense, but I don't see a lot of possibilities to improve that.  And I do have Unstoppable available for emergencies.

 

I feel like the build's damage output when soloing should be acceptable, at least.

 

I'm also not sure which Alpha, Destiny, and Hybrid powers I should be looking at here.  I will probably go Diamagnetic on Interface, Mighty on Judgement, and Robotic Drones on Lore for concept reasons.  My scrappers usually go for Musculature, Barrier, and Assault, but I'm not sure I'll actually need Barrier here (though it seems like a good idea to have if I'm going to be tanking) and I'm not sure how effective Musculature and Assault would be on a Tanker.

 

Any advice is recommended.

 

Build link is here:

https://api.midsreborn.com/build/download/FEzDHrssWWFAA91W

 

Sylvie Stardrive - Hero Tanker
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Invulnerability
  • Secondary powerset: Super Strength
  • Pool powerset (#1): Speed
  • Pool powerset (#2): Leaping
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Presence
  • Epic powerset: Energy Mastery

──────────────────────────────

Powers taken:

Level 1: Resist Physical Damage

  • A: Steadfast Protection: Resistance/+Def 3%
  • 3: Titanium Coating: Resistance
  • 42: Titanium Coating: Resistance/Endurance

Level 1: Punch

  • A: Hecatomb: Damage
  • 3: Hecatomb: Damage/Recharge
  • 5: Hecatomb: Damage/Recharge/Accuracy
  • 5: Hecatomb: Recharge/Accuracy
  • 7: Hecatomb: Damage/Endurance
  • 7: Hecatomb: Chance of Damage(Negative)

Level 2: Temp Invulnerability

  • A: Gladiator's Armor: End/Resist
  • 9: Gladiator's Armor: Recharge/Resist
  • 9: Gladiator's Armor: Recharge/Endurance
  • 11: Gladiator's Armor: Resistance/Rech/End
  • 40: Gladiator's Armor: Resistance
  • 42: Gladiator's Armor: TP Protection +3% Def (All)

Level 4: Haymaker

  • A: Superior Might of the Tanker: Accuracy/Damage
  • 11: Superior Might of the Tanker: Damage/Recharge
  • 13: Superior Might of the Tanker: Accuracy/Damage/Recharge
  • 13: Superior Might of the Tanker: Damage/Endurance/Recharge
  • 15: Superior Might of the Tanker: Recharge/Chance for +Res(All)
  • 15: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge

Level 6: Dull Pain

  • A: Numina's Convalesence: Heal/Endurance
  • 17: Numina's Convalesence: Endurance/Recharge
  • 17: Numina's Convalesence: Heal/Recharge
  • 19: Numina's Convalesence: Heal/Endurance/Recharge
  • 37: Numina's Convalesence: Heal
  • 37: Numina's Convalesence: +Regeneration/+Recovery

Level 8: Unyielding

  • A: Invention: Endurance Reduction

Level 10: Hasten

  • A: Invention: Recharge Reduction
  • 19: Invention: Recharge Reduction

Level 12: Resist Elements

  • A: Unbreakable Guard: Resistance
  • 21: Unbreakable Guard: Resistance/Endurance
  • 45: Unbreakable Guard: RechargeTime/Resistance
  • 45: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 46: Unbreakable Guard: Endurance/RechargeTime

Level 14: Super Jump

  • A: Winter's Gift: Slow Resistance (20%)
  • 36: Winter's Gift: Run Speed, Jump, Flight Speed, Range

Level 16: Resist Energies

  • A: Unbreakable Guard: +Max HP
  • 21: Unbreakable Guard: Resistance
  • 36: Unbreakable Guard: Resistance/Endurance
  • 43: Unbreakable Guard: RechargeTime/Resistance
  • 48: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 50: Unbreakable Guard: Endurance/RechargeTime

Level 18: Invincibility

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 23: Reactive Defenses: Scaling Resist Damage
  • 23: Reactive Defenses: Defense
  • 25: Reactive Defenses: Defense/Endurance
  • 43: Reactive Defenses: Defense/RechargeTime

Level 20: Knockout Blow

  • A: Superior Gauntleted Fist: Accuracy/Damage
  • 25: Superior Gauntleted Fist: Damage/RechargeTime
  • 27: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • 27: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • 29: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
  • 29: Superior Gauntleted Fist: RechargeTime/+Absorb

Level 22: Tough Hide

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 31: Luck of the Gambler: Defense

Level 24: Rage

  • A: Invention: Recharge Reduction
  • 31: Invention: Recharge Reduction

Level 26: Unstoppable

  • A: Unbreakable Guard: Resistance
  • 31: Unbreakable Guard: Resistance/Endurance
  • 45: Unbreakable Guard: Endurance/RechargeTime
  • 46: Unbreakable Guard: RechargeTime/Resistance
  • 46: Unbreakable Guard: Resistance/Endurance/RechargeTime

Level 28: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 30: Foot Stomp

  • A: Armageddon: Damage
  • 33: Armageddon: Damage/Recharge
  • 33: Armageddon: Damage/Recharge/Accuracy
  • 33: Armageddon: Recharge/Accuracy
  • 34: Armageddon: Damage/Endurance
  • 34: Armageddon: Chance for Fire Damage

Level 32: Kick

  • A: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
  • 43: Blistering Cold: Accuracy/Damage/Endurance

Level 35: Boxing

  • A: Superior Blistering Cold: Accuracy/Damage/Recharge
  • 36: Superior Blistering Cold: Accuracy/Damage

Level 38: Weave

  • A: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 39: Shield Wall: Defense
  • 39: Shield Wall: Defense/Endurance
  • 39: Shield Wall: Defense/Endurance/Recharge
  • 42: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 41: Conserve Power

  • A: Invention: Endurance Reduction

Level 44: Physical Perfection

  • A: Power Transfer: Chance to Heal Self
  • 50: Invention: Healing

Level 47: Hand Clap

  • A: Sudden Acceleration: Knockback/Recharge
  • 48: Sudden Acceleration: Knockback/Damage/Recharge
  • 48: Sudden Acceleration: Knockback/Accuracy/Damage
  • 50: Sudden Acceleration: Knockback to Knockdown

Level 49: Focused Accuracy

  • A: Invention: Endurance Reduction


──────────────────────────────

Inherents:

Level 1: Brawl

  • A: Invention: Accuracy

Level 1: Gauntlet


Level 1: Sprint

  • A: Invention: Run Speed

Level 2: Rest

  • A: Invention: Healing

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Health

  • A: Miracle: +Recovery
  • 37: Preventive Medicine: Chance for +Absorb
  • 40: Panacea: +Hit Points/Endurance
  • 40: Miracle: Heal

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 34: Performance Shifter: EndMod

Level 14: Double Jump

──────────────────────────────
Accolades:

  • Freedom Phalanx Reserve
  • Portal Jockey
  • Task Force Commander
  • The Atlas Medallion



 

Posted (edited)

That build would work, but there are likely a few tweaks that could be made to be more efficient. Hopefully @Hyperstrike or one of the other Invulers sees the threads and can make suggestions. At work atm, so I can't dig into it.

 

Check out the Best overall tank build for all the game content??, PLV's post. Go through the rest of the thread to follow it up. It should be able to help you out.

 

And the What to pair with Invulnerability? thread right under it...

Edited by Warboss
Trying to be helpful

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Posted

One thing I'd definitely do is move those enhancements from Unstoppable to Unyielding. Unyielding gives resistance to everything, so you want to slot that up. I also highly recommend the Gaussian's Chance for Buildup IO in Invincibility. It fires off a lot when you're in a big group and the extra damage is nice.

 

Here is a build you can get some ideas from (like more Energy/Negative Energy resistance):

 

Tanker InvSS.mbd

Posted (edited)
2 hours ago, Biff Pow said:

One thing I'd definitely do is move those enhancements from Unstoppable to Unyielding. Unyielding gives resistance to everything, so you want to slot that up. I also highly recommend the Gaussian's Chance for Buildup IO in Invincibility. It fires off a lot when you're in a big group and the extra damage is nice.

 

Here is a build you can get some ideas from (like more Energy/Negative Energy resistance):

 

Tanker InvSS.mbd 41.69 kB · 1 download

 

Well, that tells you how long it's been since I've played an Invulnerability character.  I had completely forgotten that Unyielding does more than status protection.

 

Thanks.

Edited by Stormwalker
Posted (edited)

where’s taunt in the build? being able to stay alive is different to being a team tank and managing aggro

 

i would definitely include it early on if you play any lower level content, it makes a real difference on things like Posi 1 and 2 to keep squishies alive

Edited by MoonSheep

If you're not dying you're not living

Posted
13 hours ago, MoonSheep said:

where’s taunt in the build? being able to stay alive is different to being a team tank and managing aggro

 

i would definitely include it early on if you play any lower level content, it makes a real difference on things like Posi 1 and 2 to keep squishies alive

 

I did some tanking on a Brute back on Live and didn't have issues with holding aggro without a taunt.  I figured a Tanker's taunt aura and Gauntlet would be more effective than a Brute's?

 

Or is tanking that much harder on HC than it was on Live?  (Note: I'm not planning on running Hard Modes with this character.)

Posted (edited)
On 1/8/2025 at 5:20 PM, Stormwalker said:

Or is tanking that much harder on HC than it was on Live? 

 

The issue at lower lvls for SS is the lack of AoEs until you get Foot Stomp (unless you plan to take Hand Clap early). While gauntlet and the aura from invincibility will help in maintaining aggro, being able to hit the enemies is usually the best way to get them to focus attacks on you. The other problem on certain maps is that mobs can be more spread out. Even when you have Foot Stomp, sometimes having taunt can be helpful for drawing aggro of enemies that are further away from you and out of range of invincibility and Foot Stomp. There are other situations that can arise, like ambush spawns (ITF for example) where it would be beneficial to have taunt.

 

Edit: can't look at the build in mids right now, but one thing you can do is split the superior gauntleted fist into 2 sets of 3 to double up on the 6% e/n resist. Instead of having 4 pieces of reactive def in invincibility, consider using a 4 piece set of shield wall to get more e/n resist.

 

I also wouldn't do a full set of Sudden Accel in Hand Clap. 4 slot it with kb to kd proc, FF +recharge proc, and 2 dmg procs (iirc the taunt and there's one other from either kb or stun iso sets). Stacked rage + invincibility will generally take care of any accuracy issues. If you want to increase dmg and reduce the impact of -dmg from rage crash, you can similarly proc out Foot Stomp and KO blow with 5x dmg procs and 1x FF+recharge proc. Rage crash doesn't affect the dmg that procs do when triggered.

 

Some of the resist passives seem a bit overslotted. You can also use up to 5x imperium armor psi resist and 1x aegis psi resist uniques to fill the psi hole of invuln. Dull pain is also overslotted, it's not really a reliable heal power, it's more so just a + max HP power. 2-3 slots is plenty to slot a heal + heal/recharge.

 

Unstoppable you could drop completely. Invuln tanks have little difficulty in reaching hard cap or near hard cap resists to everything, no point in picking up a crash T9 that won't contribute anything useful and has a bad crash.

 

Rage can be slotted with the hami enhancement that buffs recharge/tohit/def to boost both recharge and tohit, helps with accuracy. You also shouldn't need the full 6 piece set of SMoT. Iirc the last bonus is s/l resist, something that invuln has no issues capping.

Edited by Warshades
  • Thanks 1
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Posted

Quick example of some of the changes I would suggest. This can be fine tuned a bit more, but with 1 SMoT proc and barrier, that's a permanent +11.7% resist to all and 5% def to all. Will get you to soft cap s/l/e/n with 1 target within range of invincibility and 43.5% on f/c. Hard cap to s/l/e/n with ~65% f/c resist, 60% toxic, and 86% psionic.

 

The low fire/cold resist is due to splitting some sets to partially proc out KO Blow and Stomp. However, cold damage is nearly none existent and fire isn't all to common either compared to s/l/e/n.

 

You may need to set targets within range of invincibility to 0 and then back to 1 to reset defense numbers on mids. It tends to not display defense properly when loading in a build with invincibility and currently you need to manually add in SMoT proc resists (6.7% to all per stack) when figuring out total resists as it doesn't add the resist from the proc at all on mids. Hope this helps.

Sylvie Stardrive [Tanker] (Invulnerability - Super Strength).mbd

  • Thanks 1
Posted
2 hours ago, Warshades said:

Quick example of some of the changes I would suggest. This can be fine tuned a bit more, but with 1 SMoT proc and barrier, that's a permanent +11.7% resist to all and 5% def to all. Will get you to soft cap s/l/e/n with 1 target within range of invincibility and 43.5% on f/c. Hard cap to s/l/e/n with ~65% f/c resist, 60% toxic, and 86% psionic.

 

The low fire/cold resist is due to splitting some sets to partially proc out KO Blow and Stomp. However, cold damage is nearly none existent and fire isn't all to common either compared to s/l/e/n.

 

You may need to set targets within range of invincibility to 0 and then back to 1 to reset defense numbers on mids. It tends to not display defense properly when loading in a build with invincibility and currently you need to manually add in SMoT proc resists (6.7% to all per stack) when figuring out total resists as it doesn't add the resist from the proc at all on mids. Hope this helps.

Sylvie Stardrive [Tanker] (Invulnerability - Super Strength).mbd 51.82 kB · 0 downloads

 

Thanks for the response, and especially the details in the previous post.  Understanding why people slot things the way they do is often more important than just seeing how they do it, so the fact that you took the time to cover the reasoning is very helpful.

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